Fr. 50.90

Women in Classical Video Games

Inglese · Tascabile

Spedizione di solito entro 3 a 5 settimane

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Zusatztext A sorely needed, intelligent and entertaining analysis of an understudied subject within an understudied medium. Informationen zum Autor Jane Draycott is Lecturer in Ancient History at the University of Glasgow, UK. She has written academic books and articles on a range of subjects related to classical reception, ancient history and archaeology. Kate Cook is Lecturer in Greek Culture at King's College London, UK. Klappentext Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are. Vorwort The first book-length examination of the depiction of women in video games set in classical antiquity. Zusammenfassung Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are. Inhaltsverzeichnis Introduction (Jane Draycott, University of Glasgow, UK and Kate Cook, Durham University, UK) Part One 1. Playable Girls in Ancient Worlds: Athena (1986) Opens the Door (Dunstan Lowe, University of Kent, UK) 2. A Historical Overview of Women in Ancient-Period Video Games (Jordy Orellana Figueroa, Eberhard Karls University of Tübingen, Germany) 3. Dangerous Defaults: Demographics and Identities Within and Without Video Games (Marcie Persyn, University of Pittsburg, USA) Part Two 4. The Maiden, the Mother and the Monster: The Monstrous-Feminine in Historical and Archaeological Video Games (Dan Goad, Independent Scholar, UK) 5. Bringing Down the Divine Patriarchy through Deicide in Apotheon (2015) (Amy Norgard, Truman State University, USA) 6. Argonautic Women? Gender and Heroic Status in Rise of the Argonauts (Sophie Ngan, Durham University, UK) 7. Good Riddance: Refiguring Eurydice in Supergiant’s Hades (Kira Jones, Emory University, USA)...

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